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11991 Posts in 1587 Topics- by 3509 Members - Latest Member: lioneltenel

27. May 2012, 01:28:23 am
Xith3D CommunityXith3D InternalsDeveloper discussion (Moderators: Marvin Fröhlich, 'n ddrylliog)MD5Loader
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hell32
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« Reply #15 on: 24. March 2009, 08:07:01 am »

i think (*i'm currently can't llok into code of animation of the model*) if methed of change animation will be overrided like setAnimation(Animation anim) and setAnimation(Animation anim, boolean mix) and than when applying new values of animation may be mix;)
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Marvin Fröhlich
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« Reply #16 on: 24. March 2009, 12:10:56 pm »

i think (*i'm currently can't llok into code of animation of the model*) if methed of change animation will be overrided like setAnimation(Animation anim) and setAnimation(Animation anim, boolean mix) and than when applying new values of animation may be mix;)

To be honest I have no Idea, what you're trying to say. But to mix animations you'll have to concatenate the components of the key frames.

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« Reply #17 on: 24. March 2009, 08:08:01 pm »

I think what he means is that you could do
Code:
// because girl.isChatty() == true.
girlModel.setAnimation(walk);
girlModel.setAnimation(talk, true);
And then the two animations would be "mixed", thus the data would be "concatenated", as you say. Is it hard to do ?
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Marvin Fröhlich
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« Reply #18 on: 24. March 2009, 08:55:17 pm »

Ah, ok. This was meant by mixing. Actually I don't know, if this is easy. I have never messed with it. You were the master of desaster for this topic, Amos Wink.

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lonesomeStranger
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« Reply #19 on: 25. March 2009, 12:10:21 pm »

Hi,

Maybe the question is in combining animations for different animation channels (TORSO, LEGS, HEAD, EYELIDS, ALL) ?

Quote
Each channel can play an animation independently from the other channels, hence it's possible to play the walk animation on the LEGS channel and the cough animation on the TORSO.
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Anton
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« Reply #20 on: 27. March 2009, 06:44:01 pm »

Does this mean enabling different parts of an object with a skeleton for performing separate animations?  I can understand the functions for an object with an embedded "bone chain," but I know little in regards to controlling "nested transforms" apart from loading individual animations.  I know enabling different transforms in an object as doable since a few 3D "anime" types come to mind.  I've never had the opportunity to study a procedure for it though.  I'll eventually see more Blender.

As far as bone chains in an object, the tanks in Gunslinger's game could serve as a close example.  I imagine a turret object integrated with a tank's bottom object.  Otherwise if the two really existed as one, a turret spinning in a circle might horribly twist the surfaces near the middle like the face of a person sucking on a very raw and sour lemon.

Well, maybe not a lemon.  A lime might do.  Anyway, animating tanks probably has a similar concept for bone chains.
« Last Edit: 27. March 2009, 07:32:57 pm by shatterblast » Logged
lonesomeStranger
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« Reply #21 on: 28. March 2009, 12:28:42 pm »

Does this mean enabling different parts of an object with a skeleton for performing separate animations?
Yes. One more quote:
Quote
In Doom 3 ... different animation can be playing on each animation chanel simultaneously. This avoids the quake 2 "running while firing" problem, as well as the quake 3 "my model is in pieces" problem. There is one single mesh, but each animation affects a different set of bones. All of this is handled in Anim_Blend. It also handles blending between two completely different animations (for example when you switch between weapons).

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Anton
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« Reply #22 on: 28. March 2009, 05:24:08 pm »

Right, I've seen skeleton animations used many times in shooting games and others.  I guess I have a problem with the proprietary 3DS format since I can't export the entire data of an object into some other software yet.  I would much rather animate an object away from the software its designed for.  I lose data regardless of how I export from 3D Studio Max.  I have hopes for Collada in the future perhaps for the purpose of exporting into other packages.  Come to think of it, I should probably go ask in one of the 3D artist forums.
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